+
+ /* Load texture */
+ glGenTextures(1, &Texture);
+ glBindTexture(GL_TEXTURE_2D, Texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
+ printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
+ exit(1);
+ }
+
+
+ glGenTextures(1, &Texture);
+ glActiveTextureARB(GL_TEXTURE0_ARB + 1);
+ glBindTexture(GL_TEXTURE_2D, Texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ {
+ GLubyte data[32][32];
+ int width = 32;
+ int height = 32;
+ int i;
+ int j;
+
+ for (i = 0; i < 32; i++)
+ for (j = 0; j < 32; j++)
+ {
+ /**
+ ** +-----------+
+ ** | W |
+ ** | +-----+ |
+ ** | | | |
+ ** | | B | |
+ ** | | | |
+ ** | +-----+ |
+ ** | |
+ ** +-----------+
+ **/
+ int i2 = i - height / 2;
+ int j2 = j - width / 2;
+ int h8 = height / 8;
+ int w8 = width / 8;
+ if ( -h8 <= i2 && i2 <= h8 && -w8 <= j2 && j2 <= w8 ) {
+ data[i][j] = 0x00;
+ } else if ( -2 * h8 <= i2 && i2 <= 2 * h8 && -2 * w8 <= j2 && j2 <= 2 * w8 ) {
+ data[i][j] = 0x55;
+ } else if ( -3 * h8 <= i2 && i2 <= 3 * h8 && -3 * w8 <= j2 && j2 <= 3 * w8 ) {
+ data[i][j] = 0xaa;
+ } else {
+ data[i][j] = 0xff;
+ }
+ }
+
+ glTexImage2D( GL_TEXTURE_2D, 0,
+ GL_ALPHA8,
+ 32, 32, 0,
+ GL_ALPHA, GL_UNSIGNED_BYTE, data );
+ }
+
+
+ {
+ const float Ambient[4] = { 0.0, 1.0, 0.0, 0.0 };
+ const float Diffuse[4] = { 1.0, 0.0, 0.0, 0.0 };
+ const float Specular[4] = { 0.0, 0.0, 1.0, 0.0 };
+ const float Emission[4] = { 0.0, 0.0, 0.0, 1.0 };
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Emission);
+ }
+
+ glClearColor(.1, .3, .5, 0);